@othelarian said:
Gokudomatic, Can you explain your process ?
In my 3d editor (blender), I created all the tiles in one scene. Each tile has a child mesh, usually a quad when it's a ground, with the suffix -nav. I also make sure that the navmesh has exact coordinates, because blender tend to hide decimals and this prevents godot to make the navmesh properly. So my tiles are always with integer dimensions and I have a script that set each border vertex of my tiles to the exact border (4.0000000000001 becomes 4.0).
Once this is done, I export the scene to collada and I import it in Godot. Then I convert the scene in a tileset.
And finally, in the main scene, I create a gridmap, assign it with the tileset, and I create a navmesh as a child (or parent, maybe. You have to test). And it's done.